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Solved Why is the character Exploded Mesh

gslknight

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Aug 26, 2023
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I topologicalized the model to a G2 mesh. In Blender, I deleted the broken eyeballs, separated the eyeballs from the G2 base mesh, and merged them with the new model. Finally, it was successfully imported as a deformable model, but dragging the deformer bar caused the model to explode. I know that DAZ can restore the eyeballs and other body parts to their default meshes. I'm just curious why I can't separate and merge the models.
屏幕截图 2026-03-07 014105.jpg
 
Solution
I topologicalized the model to a G2 mesh. In Blender, I deleted the broken eyeballs, separated the eyeballs from the G2 base mesh, and merged them with the new model. Finally, it was successfully imported as a deformable model, but dragging the deformer bar caused the model to explode. I know that DAZ can restore the eyeballs and other body parts to their default meshes. I'm just curious why I can't separate and merge the models.
You need to keep the vertex order, as that is what daz uses to interpolate vertex positions with a morph, not just the model shape. It's like a join the dots puzzle where you have just jumbled all of the numbers around. If you delete or add any vertices this structure is broken and daz morphs will mess...
I topologicalized the model to a G2 mesh. In Blender, I deleted the broken eyeballs, separated the eyeballs from the G2 base mesh, and merged them with the new model. Finally, it was successfully imported as a deformable model, but dragging the deformer bar caused the model to explode. I know that DAZ can restore the eyeballs and other body parts to their default meshes. I'm just curious why I can't separate and merge the models.
You need to keep the vertex order, as that is what daz uses to interpolate vertex positions with a morph, not just the model shape. It's like a join the dots puzzle where you have just jumbled all of the numbers around. If you delete or add any vertices this structure is broken and daz morphs will mess up like this.
Fix the eyes like this instead;

 
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Solution
You need to keep the vertex order, as that is what daz uses to interpolate vertex positions with a morph, not just the model shape. It's like a join the dots puzzle where you have just jumbled all of the numbers around. If you delete or add any vertices this structure is broken and daz morphs will mess up like this.
Fix the eyes like this instead;

Thanks, bro. I found that using the clone brush in Warp4D is easier for fixing things.
 
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